Sweet Nightmare by almost
Controls
WASD and Mouse
(See bottom-left of screen for current controls)
Gameplay
The rules change every 10 seconds, so be ready for anything!
Collect fruit to earn points.
Share your scores on the leaderboard!
Tips
The shrinking background circle indicates how long until the next rule change.
Perform combos to get bonus points. (multi-kill, multi-fruit, and multi-bounce, depending on your current controls)
Play (Web)
PLAY IN BROWSER HERE!



(Leaderboard as of Oct 18)
PLAY IN BROWSER HERE!
Oct 8 2022: Fixed a bug where score could increase while dead.
| Link | https://adafheyesh.itch.io/sweet-nightmare |
| Original URL | https://ldjam.com/events/ludum-dare/51/sweet-dreams |
Ratings
| Overall | 332th | 3.744⭐ | 41🧑⚖️ |
| Fun | 257th | 3.756⭐ | 41🧑⚖️ |
| Innovation | 126th | 3.923⭐ | 41🧑⚖️ |
| Theme | 103th | 4.218⭐ | 41🧑⚖️ |
| Graphics | 280th | 4.064⭐ | 41🧑⚖️ |
| Audio | 285th | 3.649⭐ | 39🧑⚖️ |
| Humor | 285th | 3.403⭐ | 38🧑⚖️ |
| Mood | 512th | 3.526⭐ | 40🧑⚖️ |
| Given | 34🗳️ | 50🗨️ |
Great work!
@aeveis, It is a single player game, the red characters are AI controlled, and try to move towards you. Yea it takes a bit of time to figure out each of the controls, and not all player characters have a way to attack. There is an indicator in the bottom-left to tell you which buttons are relevant, but understandably if there are enemies coming at you, you may not have time to notice it.
Level designed felt a bit chaotic sometimes, and maybe some parts of it were less adapted to some controls scheme (snake often felt cramped)
Thanks again for submitting it on stream, I had fun playing it ✨
It's a really really cool concept and I bet if you had another day to work on polish, this would have been a contender for winning the jam. As is though, it does feel a bit unfinished, mostly in the "game feel" department.
Yea it's definitely true that some of the characters are over or under tuned, and if we had a bit more time we would've had a number of tweaks to make some of them a bit easier to control or to feel more satisfying.
Fun and whimsical "flat"-former with randomly changing controls and abilities.
### Fun
Pretty fun! Trying to collect the fruit while avoiding enemies and hazards is always a great time. Having to adjust to the randomly changing control scene was definitely interesting and kept me on my toes! The different "modes" were each surpisingly different feeling which was pretty fun as well. One critique is that there wasn't great feedback on whether enemies were taking damage. I felt like I shot them alot and they didn't die, which was a little disappointing. I also didn't like that there was no way to heal (at least that I could find).
### Innovation
Good innovation here, using similar game-styles in this way was really smart. The level designs worked for all modes of gameplay surprisingly well! I've never seen a game that transitions between those gameplay styles like this before, very well done.
### Theme
Great job with the theme, changing controls schemes every 10 seconds is always fun and I think you pulled it off well. I would've liked to see more things in the game tied to every 10 seconds to really double down on the theme, but because the game itself was sort of changing already every 10 seconds, it might be fine without it.
### Graphics
Adorable, well executed graphics. Everything fit well together and was just perfectly fruity. I would've liked a little more color variation and contrast. Maybe some green kiwis and shadows / outlines would help that. Overall, very well done.
### Audio
Cute audio, I liked the melody! I think it fit well with the art and gameplay as well. I really liked the two different sountracks! I think it would be a great improvement to even have slight variations of the melodies for the different game-modes to really enhance that experience of swapping between game-modes.
### Humor
The whole thing is pretty ridiculous its funny. Some of the different game modes like the gold one actually made me laugh! Because the sort of implied humor though I didn't find much humor in the game itself.
### Mood
This game has got a definite "whacky-cute" vibe to it. I really enjoyed the mood of the game, it was all a bit absurd and cute and fruit.
Some thoughts if you expand this out:
You've done a lot here to make the sprite changes and environment color help show that the controls have switched and give a general idea of what's changed - I feel like you can go even bolder here with more extreme shifts. Potentially changing entire backdrops, tones, color palettes, etc. We all definitely learned from this jam that 10 seconds is not enough time for much of anything, so making those changes even more bombastic can help instruct your player on not just that the change has happened but exactly what they need to do next. Examples could be: the entire arena looks like a golf-style minigame when the golf club comes up, switching to a DOOM style environment with metal music when the player gets a gun, to a space theme when the player gets the jetpack. I think going all-in on the spectacle of the genre switches will help sell the changing action.
It could also be interesting for players to get a tetris-like prompt on the next powerup and the ability to skip that ability for another random one. This can give players a moment to get themselves in a good spot for the mode switch and strategize, or get a free skip to another gameplay style that may work better in the position their in.
@tobius
I totally agree that it is hard to kill enemies. There is a brief invulnerability given to both player and enemies after taking damage that unintentionally made enemies too hard to kill. There are a bunch of numbers tweaks that I wish we had time to make. It's correct that there is no way to heal, partially as a way to ensure that you can't live forever.
One other "Every 10 Seconds" thing that we considered but didn't end up implementing was changing an objective function every 10 seconds, so you could sometimes have objectives like kill enemies, go right, go fast, and so on.
@deprecat
Oh yea, changing the music, art style or textures when the rules change would have been sweet. A "next powerup" indicator also seems like a good idea, especially for transitions to a rule set like snake or the car where you sometimes crash into a wall right after the rules change.
but it was fun
I did think it could use a little bit of balancing - I found navigating away from enemies almost impossible with some control schemes, especially with the number of enemies and the tightness in some parts of the level. The screen also felt pretty busy sometimes, with the enemies and fruit not always standing out from the background.
Thanks for submitting your game to stream!
Kinda crazy how many different mechanics you were able to cram into a single weekend. I like how significantly it changes things up, too. Took a while to learn, but once I got it, it was pretty fun! :slight_smile:
To give you some feedback, I sometimes got confused with the map layout, and for some mechanics it gets a little bit difficult to move. I guess having more feedback for when the mechanic change would also help. But I can see this was a very ambitious idea and you did a great job. Congratulations!
In future, it would be nice to have some way to reduce the learning burden with some of the modes - I played it a few times, and there's still some I'm not sure what they do. A visual or audio theme associated with each would be a possibility?
Thank you everyone for the feedback :)
As others said, astonishing how many different games you crammed into this one! Also always a big fan of RNG, so that's another plus :D
Thank you for this great game!